Firefighter VR+Touch

On Time and Under Budget (mostly)

For the first time ever, it looks like I'm going to make my launch date! Well, okay, I was originally hoping to launch in October, but usually it slips more than this. Just let me have this, okay?

In all seriousness, Firefighter VR is functionally complete and feature frozen. All the levels are in, including the endings (which went together much smoother than expected). There are still a number of small things that need to be tweaked and fixed, and there's potential for the 90/10 rule to kick in, but it sure feels close to being there.

So... the launch itself. I need to start putting together marketing materials- screenshots, a trailer, this page- and figure out how to get the word out. My focus will be Google Play, with a mobile-first launch. It will also be available here, of course. I may or may not put out an experimental PC version. It's basically two clicks to build, but is currently missing proper controls, PC-sized menus, and any support for PC VR platforms.

Provided the launch goes well, I've started penciling in plans for post-launch as well. Update 1 will be mostly VR-focused, adding support for Gear VR, improved Daydream controls, and some other small things that couldn't make it into launch. After that will be the first official PC version, which will launch with support for Oculus Rift and Vive via SteamVR. To be clear, this is somewhat contingent on the success of the mobile launch and how much other stuff I have going on, but this is what I hope to do.